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- Added Kaiden's Vehicle Inventory code
-> VEHICLE_INVENTORY = TRUE (Ja2_Options.ini)
- Bug fix: Vehicles sharing same animations
- Added additional enemy item drop system
-> New XML-Drop files (EnemyWeaponDrops.xml, ...)
-> Set ENEMIES_ITEM_DROP = 1 (Ja2_Options.ini) to use the new drop system
-> Disable "Enemies drop all items" to use the new drop system
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@466 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "sgp.h"
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#include "overhead types.h"
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#include "Sound Control.h"
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#include "Soldier Control.h"
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#include "overhead.h"
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#include "Event Pump.h"
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#include "weapons.h"
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#include "Animation Control.h"
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#include "sys globals.h"
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#include "Handle UI.h"
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#include "Isometric Utils.h"
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#include "worldman.h"
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#include "math.h"
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#include "points.h"
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#include "ai.h"
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#include "los.h"
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#include "renderworld.h"
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#include "opplist.h"
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#include "interface.h"
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#include "message.h"
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#include "campaign.h"
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#include "items.h"
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#include "text.h"
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#include "Soldier Profile.h"
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#include "tile animation.h"
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#include "Dialogue Control.h"
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#include "SkillCheck.h"
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#include "explosion control.h"
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#include "Quests.h"
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#include "Physics.h"
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#include "Random.h"
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#include "Vehicles.h"
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#include "bullets.h"
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#include "morale.h"
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#include "meanwhile.h"
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#include "SkillCheck.h"
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#include "gamesettings.h"
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#include "SaveLoadMap.h"
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#include "Debug Control.h"
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#include "expat.h"
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#include "XML.h"
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#include "EnemyItemDrops.h"
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#endif
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struct
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{
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PARSE_STAGE curElement;
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INT8 szCharData[MAX_CHAR_DATA_LENGTH+1];
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WEAPON_DROPS curWeaponDrop;
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WEAPON_DROPS * curArray;
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UINT32 maxArraySize;
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UINT32 curIndex;
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UINT32 currentDepth;
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UINT32 maxReadDepth;
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}
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typedef weaponDropParseData;
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static void XMLCALL
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weaponDropStartElementHandle(void *userData, const char *name, const char **atts)
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{
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weaponDropParseData * pData = (weaponDropParseData *)userData;
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if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
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{
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if(strcmp(name, "WEAPONDROPLIST") == 0 && pData->curElement == ELEMENT_NONE)
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{
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pData->curElement = ELEMENT_LIST;
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memset(pData->curArray,0,sizeof(WEAPON_DROPS)*pData->maxArraySize);
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pData->maxReadDepth++; //we are not skipping this element
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}
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else if(strcmp(name, "DROPITEM") == 0 && pData->curElement == ELEMENT_LIST)
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{
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pData->curElement = ELEMENT;
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memset(&pData->curWeaponDrop,0,sizeof(WEAPON_DROPS));
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pData->maxReadDepth++; //we are not skipping this element
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}
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else if(pData->curElement == ELEMENT &&
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(strcmp(name, "uiIndex") == 0 ||
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strcmp(name, "ubWeaponType") == 0 ||
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strcmp(name, "ubDropRate") == 0 ))
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{
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pData->curElement = ELEMENT_PROPERTY;
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pData->maxReadDepth++; //we are not skipping this element
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}
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pData->szCharData[0] = '\0';
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}
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pData->currentDepth++;
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}
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static void XMLCALL
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weaponDropCharacterDataHandle(void *userData, const char *str, int len)
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{
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weaponDropParseData * pData = (weaponDropParseData *)userData;
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if( (pData->currentDepth <= pData->maxReadDepth) &&
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(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
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){
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strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
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}
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}
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static void XMLCALL
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weaponDropEndElementHandle(void *userData, const char *name)
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{
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weaponDropParseData * pData = (weaponDropParseData *)userData;
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if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
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{
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if(strcmp(name, "WEAPONDROPLIST") == 0)
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{
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pData->curElement = ELEMENT_NONE;
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}
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else if(strcmp(name, "DROPITEM") == 0)
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{
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pData->curElement = ELEMENT_LIST;
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if(pData->curWeaponDrop.uiIndex < pData->maxArraySize)
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{
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pData->curArray[pData->curWeaponDrop.uiIndex] = pData->curWeaponDrop; //write the inventory into the table
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}
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}
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else if(strcmp(name, "uiIndex") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeaponDrop.uiIndex = (UINT32) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubWeaponType") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeaponDrop.ubWeaponType = (UINT8) atol(pData->szCharData);
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}
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else if(strcmp(name, "ubDropRate") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curWeaponDrop.ubDropRate = (UINT8) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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}
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pData->currentDepth--;
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}
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BOOLEAN ReadInEnemyWeaponDropsStats(WEAPON_DROPS *pEnemyWeaponDrops, STR fileName)
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{
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HWFILE hFile;
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UINT32 uiBytesRead;
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UINT32 uiFSize;
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CHAR8 * lpcBuffer;
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XML_Parser parser = XML_ParserCreate(NULL);
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weaponDropParseData pData;
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading EnemyWeaponDrops.xml" );
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// Open inventory file
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hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
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if ( !hFile )
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return( FALSE );
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uiFSize = FileGetSize(hFile);
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lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
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//Read in block
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if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
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{
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MemFree(lpcBuffer);
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return( FALSE );
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}
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lpcBuffer[uiFSize] = 0; //add a null terminator
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FileClose( hFile );
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XML_SetElementHandler(parser, weaponDropStartElementHandle, weaponDropEndElementHandle);
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XML_SetCharacterDataHandler(parser, weaponDropCharacterDataHandle);
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memset(&pData,0,sizeof(pData));
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pData.curArray = pEnemyWeaponDrops;
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pData.maxArraySize = MAX_DROP_ITEMS;
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XML_SetUserData(parser, &pData);
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if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
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{
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CHAR8 errorBuf[511];
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sprintf(errorBuf, "XML Parser Error in EnemyWeaponDrops.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
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LiveMessage(errorBuf);
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MemFree(lpcBuffer);
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return FALSE;
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}
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MemFree(lpcBuffer);
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XML_ParserFree(parser);
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return( TRUE );
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}
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BOOLEAN WriteEnemyWeaponDropsStats(WEAPON_DROPS *pEnemyWeaponDrops, STR fileName)
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{
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HWFILE hFile;
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//Debug code; make sure that what we got from the file is the same as what's there
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// Open a new file
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hFile = FileOpen( fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
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if ( !hFile )
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return( FALSE );
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{
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UINT32 cnt;
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FilePrintf(hFile,"<WEAPONDROPLIST>\r\n");
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for(cnt = 0;cnt < MAXITEMS;cnt++)
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{
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FilePrintf(hFile,"\t<DROPITEM>\r\n");
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FilePrintf(hFile,"\t\t<uiIndex>%d</uiIndex>\r\n", cnt);
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FilePrintf(hFile,"\t\t<ubWeaponType>%d</ubWeaponType>\r\n", pEnemyWeaponDrops[cnt].ubWeaponType);
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FilePrintf(hFile,"\t\t<ubDropRate>%d</ubDropRate>\r\n", pEnemyWeaponDrops[cnt].ubDropRate);
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FilePrintf(hFile,"\t</DROPITEM>\r\n");
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}
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FilePrintf(hFile,"</WEAPONDROPLIST>\r\n");
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}
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FileClose( hFile );
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return( TRUE );
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}
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